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Michal Malý
Molstar
Commits
301a23b1
Commit
301a23b1
authored
5 years ago
by
Alexander Rose
Browse files
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Plain Diff
refactored cellpack curve to resuse Vec3 objects
parent
e53bb51f
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1 changed file
src/apps/viewer/extensions/cellpack/curve.ts
+97
-62
97 additions, 62 deletions
src/apps/viewer/extensions/cellpack/curve.ts
with
97 additions
and
62 deletions
src/apps/viewer/extensions/cellpack/curve.ts
+
97
−
62
View file @
301a23b1
...
...
@@ -14,31 +14,35 @@ interface Frame {
s
:
Vec3
,
}
function
CubicInterpolate
(
y0
:
Vec3
,
y1
:
Vec3
,
y2
:
Vec3
,
y3
:
Vec3
,
mu
:
number
):
Vec3
{
const
out
=
Vec3
.
zero
()
const
a0Tmp
=
Vec3
()
const
a1Tmp
=
Vec3
()
const
a2Tmp
=
Vec3
()
const
a3Tmp
=
Vec3
()
function
CubicInterpolate
(
out
:
Vec3
,
y0
:
Vec3
,
y1
:
Vec3
,
y2
:
Vec3
,
y3
:
Vec3
,
mu
:
number
):
Vec3
{
const
mu2
=
mu
*
mu
;
const
a0
=
Vec3
()
const
a1
=
Vec3
()
const
a2
=
Vec3
()
const
a3
=
Vec3
()
Vec3
.
sub
(
a0
,
y3
,
y2
)
Vec3
.
sub
(
a0
,
a0
,
y0
)
Vec3
.
add
(
a0
,
a0
,
y1
)
Vec3
.
sub
(
a0Tmp
,
y3
,
y2
)
Vec3
.
sub
(
a0Tmp
,
a0Tmp
,
y0
)
Vec3
.
add
(
a0Tmp
,
a0Tmp
,
y1
)
Vec3
.
sub
(
a1
,
y0
,
y1
)
Vec3
.
sub
(
a1
,
a1
,
a0
)
Vec3
.
sub
(
a1
Tmp
,
y0
,
y1
)
Vec3
.
sub
(
a1
Tmp
,
a1
Tmp
,
a0
Tmp
)
Vec3
.
sub
(
a2
,
y2
,
y0
)
Vec3
.
sub
(
a2
Tmp
,
y2
,
y0
)
Vec3
.
copy
(
a3
,
y1
)
Vec3
.
copy
(
a3
Tmp
,
y1
)
out
[
0
]
=
a0
[
0
]
*
mu
*
mu2
+
a1
[
0
]
*
mu2
+
a2
[
0
]
*
mu
+
a3
[
0
]
out
[
1
]
=
a0
[
1
]
*
mu
*
mu2
+
a1
[
1
]
*
mu2
+
a2
[
1
]
*
mu
+
a3
[
1
]
out
[
2
]
=
a0
[
2
]
*
mu
*
mu2
+
a1
[
2
]
*
mu2
+
a2
[
2
]
*
mu
+
a3
[
2
]
out
[
0
]
=
a0
Tmp
[
0
]
*
mu
*
mu2
+
a1
Tmp
[
0
]
*
mu2
+
a2
Tmp
[
0
]
*
mu
+
a3
Tmp
[
0
]
out
[
1
]
=
a0
Tmp
[
1
]
*
mu
*
mu2
+
a1
Tmp
[
1
]
*
mu2
+
a2
Tmp
[
1
]
*
mu
+
a3
Tmp
[
1
]
out
[
2
]
=
a0
Tmp
[
2
]
*
mu
*
mu2
+
a1
Tmp
[
2
]
*
mu2
+
a2
Tmp
[
2
]
*
mu
+
a3
Tmp
[
2
]
return
out
}
const
cp0
=
Vec3
()
const
cp1
=
Vec3
()
const
cp2
=
Vec3
()
const
cp3
=
Vec3
()
const
currentPosition
=
Vec3
()
function
ResampleControlPoints
(
points
:
NumberArray
,
segmentLength
:
number
)
{
const
nP
=
points
.
length
/
3
// insert a point at the end and at the begining
...
...
@@ -50,23 +54,28 @@ function ResampleControlPoints(points: NumberArray, segmentLength: number) {
// resampledControlPoints.Add(controlPoints[1]);
let
idx
=
1
let
currentPosition
=
Vec3
.
create
(
points
[
idx
*
3
],
points
[
idx
*
3
+
1
],
points
[
idx
*
3
+
2
])
// const currentPosition = Vec3.create(points[idx * 3], points[idx * 3 + 1], points[idx * 3 + 2])
Vec3
.
fromArray
(
currentPosition
,
points
,
idx
*
3
)
let
lerpValue
=
0.0
// Normalize the distance between control points
while
(
true
)
{
if
(
idx
+
2
>=
nP
)
break
const
cp0
=
Vec3
.
create
(
points
[(
idx
-
1
)
*
3
],
points
[(
idx
-
1
)
*
3
+
1
],
points
[(
idx
-
1
)
*
3
+
2
])
// controlPoints[currentPointId - 1];
const
cp1
=
Vec3
.
create
(
points
[
idx
*
3
],
points
[
idx
*
3
+
1
],
points
[
idx
*
3
+
2
])
// controlPoints[currentPointId];
const
cp2
=
Vec3
.
create
(
points
[(
idx
+
1
)
*
3
],
points
[(
idx
+
1
)
*
3
+
1
],
points
[(
idx
+
1
)
*
3
+
2
])
// controlPoints[currentPointId + 1];
const
cp3
=
Vec3
.
create
(
points
[(
idx
+
2
)
*
3
],
points
[(
idx
+
2
)
*
3
+
1
],
points
[(
idx
+
2
)
*
3
+
2
]);
// controlPoints[currentPointId + 2];
Vec3
.
fromArray
(
cp0
,
points
,
(
idx
-
1
)
*
3
)
Vec3
.
fromArray
(
cp1
,
points
,
idx
*
3
)
Vec3
.
fromArray
(
cp2
,
points
,
(
idx
+
1
)
*
3
)
Vec3
.
fromArray
(
cp3
,
points
,
(
idx
+
2
)
*
3
)
// const cp0 = Vec3.create(points[(idx-1)*3], points[(idx-1)*3+1], points[(idx-1)*3+2]) // controlPoints[currentPointId - 1];
// const cp1 = Vec3.create(points[idx*3], points[idx*3+1], points[idx*3+2]) // controlPoints[currentPointId];
// const cp2 = Vec3.create(points[(idx+1)*3], points[(idx+1)*3+1], points[(idx+1)*3+2]) // controlPoints[currentPointId + 1];
// const cp3 = Vec3.create(points[(idx+2)*3], points[(idx+2)*3+1], points[(idx+2)*3+2]); // controlPoints[currentPointId + 2];
let
found
=
false
for
(;
lerpValue
<=
1
;
lerpValue
+=
0.01
)
{
// lerp?slerp
// let candidate:Vec3 = Vec3.lerp(Vec3.zero(), cp0, cp1, lerpValue);
// const candidate:Vec3 = Vec3.bezier(Vec3.zero(), cp0, cp1, cp2, cp3, lerpValue);
const
candidate
=
CubicInterpolate
(
cp0
,
cp1
,
cp2
,
cp3
,
lerpValue
)
const
candidate
=
CubicInterpolate
(
Vec3
(),
cp0
,
cp1
,
cp2
,
cp3
,
lerpValue
)
const
d
=
Vec3
.
distance
(
currentPosition
,
candidate
);
if
(
d
>
segmentLength
)
{
resampledControlPoints
.
push
(
candidate
)
...
...
@@ -83,6 +92,12 @@ function ResampleControlPoints(points: NumberArray, segmentLength: number) {
return
resampledControlPoints
}
const
prevV
=
Vec3
()
const
tmpV1
=
Vec3
()
const
tmpV2
=
Vec3
()
const
tmpV3
=
Vec3
()
// easier to align to theses normals
function
GetSmoothNormals
(
points
:
Vec3
[])
{
const
nP
:
number
=
points
.
length
;
...
...
@@ -92,79 +107,99 @@ function GetSmoothNormals(points: Vec3[]) {
smoothNormals
.
push
(
Vec3
.
normalize
(
Vec3
(),
points
[
i
]))
return
smoothNormals
;
}
let
p0
=
Vec3
.
copy
(
Vec3
(),
points
[
0
])
// undefined?
let
p1
=
Vec3
.
copy
(
Vec3
(),
points
[
1
]
)
let
p2
=
Vec3
.
copy
(
Vec3
(),
points
[
2
]
)
const
p21
=
Vec3
.
sub
(
Vec3
()
,
p2
,
p1
)
const
p01
=
Vec3
.
sub
(
Vec3
()
,
p0
,
p1
)
const
p0121
=
Vec3
.
cross
(
Vec3
()
,
p01
,
p21
)
let
last
=
Vec3
.
normalize
(
Vec3
()
,
p0121
)
smoothNormals
.
push
(
last
)
let
p0
=
points
[
0
]
let
p1
=
points
[
1
]
let
p2
=
points
[
2
]
const
p21
=
Vec3
.
sub
(
tmpV1
,
p2
,
p1
)
const
p01
=
Vec3
.
sub
(
tmpV2
,
p0
,
p1
)
const
p0121
=
Vec3
.
cross
(
tmpV3
,
p01
,
p21
)
Vec3
.
normalize
(
prevV
,
p0121
)
smoothNormals
.
push
(
Vec3
.
clone
(
prevV
)
)
for
(
let
i
=
1
;
i
<
points
.
length
-
1
;
++
i
)
{
p0
=
points
[
i
-
1
]
p1
=
points
[
i
]
p2
=
points
[
i
+
1
]
const
t
=
Vec3
.
normalize
(
Vec3
()
,
Vec3
.
sub
(
Vec3
()
,
p2
,
p0
))
const
b
=
Vec3
.
normalize
(
Vec3
()
,
Vec3
.
cross
(
Vec3
(),
t
,
last
))
le
t
n
=
Vec3
.
normalize
(
Vec3
(),
Vec3
.
cross
(
Vec3
()
,
t
,
b
))
n
=
Vec3
.
scal
e
(
n
,
n
,
-
1.0
)
last
=
Vec3
.
copy
(
last
,
n
)
const
t
=
Vec3
.
normalize
(
tmpV1
,
Vec3
.
sub
(
tmpV1
,
p2
,
p0
))
const
b
=
Vec3
.
normalize
(
tmpV2
,
Vec3
.
cross
(
tmpV2
,
t
,
prevV
))
cons
t
n
=
Vec3
.
normalize
(
Vec3
(),
Vec3
.
cross
(
tmpV3
,
t
,
b
))
Vec3
.
negat
e
(
n
,
n
)
Vec3
.
copy
(
prevV
,
n
)
smoothNormals
.
push
(
n
)
}
last
=
Vec3
.
normalize
(
Vec3
(),
Vec3
.
cross
(
Vec3
(),
Vec3
.
sub
(
Vec3
(),
points
[
nP
-
3
],
points
[
nP
-
2
]),
Vec3
.
sub
(
Vec3
(),
points
[
nP
-
2
]
,
points
[
nP
-
1
])))
const
last
=
Vec3
()
Vec3
.
normalize
(
last
,
Vec3
.
cross
(
last
,
Vec3
.
sub
(
tmpV1
,
points
[
nP
-
3
],
points
[
nP
-
2
]),
Vec3
.
sub
(
tmpV2
,
points
[
nP
-
2
]
,
points
[
nP
-
1
]))
)
smoothNormals
.
push
(
last
)
return
smoothNormals
;
}
const
frameTmpV1
=
Vec3
()
const
frameTmpV2
=
Vec3
()
const
frameTmpV3
=
Vec3
()
function
getFrame
(
reference
:
Vec3
,
tangent
:
Vec3
)
{
const
t
:
Vec3
=
Vec3
.
normalize
(
Vec3
(),
tangent
);
const
t
=
Vec3
.
normalize
(
Vec3
(),
tangent
);
// make reference vector orthogonal to tangent
const
proj_r_to_t
:
Vec3
=
Vec3
.
scale
(
Vec3
()
,
tangent
,
Vec3
.
dot
(
reference
,
tangent
)
/
Vec3
.
dot
(
tangent
,
tangent
)
const
proj_r_to_t
=
Vec3
.
scale
(
frameTmpV1
,
tangent
,
Vec3
.
dot
(
reference
,
tangent
)
/
Vec3
.
dot
(
tangent
,
tangent
)
)
const
r
:
Vec3
=
Vec3
.
normalize
(
Vec3
(),
Vec3
.
sub
(
Vec3
()
,
reference
,
proj_r_to_t
))
const
r
=
Vec3
.
normalize
(
Vec3
(),
Vec3
.
sub
(
frameTmpV2
,
reference
,
proj_r_to_t
))
// make bitangent vector orthogonal to the others
const
s
:
Vec3
=
Vec3
.
normalize
(
Vec3
(),
Vec3
.
cross
(
Vec3
()
,
t
,
r
))
const
s
=
Vec3
.
normalize
(
Vec3
(),
Vec3
.
cross
(
frameTmpV3
,
t
,
r
))
return
{
t
,
r
,
s
}
}
const
mfTmpV1
=
Vec3
()
const
mfTmpV2
=
Vec3
()
const
mfTmpV3
=
Vec3
()
const
mfTmpV4
=
Vec3
()
const
mfTmpV5
=
Vec3
()
const
mfTmpV6
=
Vec3
()
const
mfTmpV7
=
Vec3
()
const
mfTmpV8
=
Vec3
()
const
mfTmpV9
=
Vec3
()
// easier to align to theses normals
// https://github.com/bzamecnik/gpg/blob/master/rotation-minimizing-frame/rmf.py
function
GetMiniFrame
(
points
:
Vec3
[],
normals
:
Vec3
[])
{
const
frames
:
Frame
[]
=
[];
const
t0
:
Vec3
=
Vec3
.
normalize
(
Vec3
()
,
Vec3
.
sub
(
Vec3
()
,
points
[
1
],
points
[
0
]))
const
t0
=
Vec3
.
normalize
(
mfTmpV1
,
Vec3
.
sub
(
mfTmpV1
,
points
[
1
],
points
[
0
]))
frames
.
push
(
getFrame
(
normals
[
0
],
t0
))
for
(
let
i
=
0
;
i
<
points
.
length
-
2
;
++
i
)
{
const
t2
=
Vec3
.
normalize
(
Vec3
()
,
Vec3
.
sub
(
Vec3
()
,
points
[
i
+
2
],
points
[
i
+
1
]))
const
v1
:
Vec3
=
Vec3
.
sub
(
Vec3
()
,
points
[
i
+
1
],
points
[
i
])
// this is tangeant
const
t2
=
Vec3
.
normalize
(
mfTmpV1
,
Vec3
.
sub
(
mfTmpV1
,
points
[
i
+
2
],
points
[
i
+
1
]))
const
v1
=
Vec3
.
sub
(
mfTmpV2
,
points
[
i
+
1
],
points
[
i
])
// this is tangeant
const
c1
=
Vec3
.
dot
(
v1
,
v1
)
// compute r_i^L = R_1 * r_i
const
v1r
=
Vec3
.
scale
(
Vec3
()
,
v1
,
(
2.0
/
c1
)
*
Vec3
.
dot
(
v1
,
frames
[
i
].
r
))
const
ref_L_i
:
Vec3
=
Vec3
.
sub
(
Vec3
()
,
frames
[
i
].
r
,
v1r
)
const
v1r
=
Vec3
.
scale
(
mfTmpV3
,
v1
,
(
2.0
/
c1
)
*
Vec3
.
dot
(
v1
,
frames
[
i
].
r
))
const
ref_L_i
=
Vec3
.
sub
(
mfTmpV4
,
frames
[
i
].
r
,
v1r
)
// compute t_i^L = R_1 * t_i
const
v1t
=
Vec3
.
scale
(
Vec3
()
,
v1
,
(
2.0
/
c1
)
*
Vec3
.
dot
(
v1
,
frames
[
i
].
t
))
const
tan_L_i
:
Vec3
=
Vec3
.
sub
(
Vec3
()
,
frames
[
i
].
t
,
v1t
)
const
v1t
=
Vec3
.
scale
(
mfTmpV5
,
v1
,
(
2.0
/
c1
)
*
Vec3
.
dot
(
v1
,
frames
[
i
].
t
))
const
tan_L_i
=
Vec3
.
sub
(
mfTmpV6
,
frames
[
i
].
t
,
v1t
)
// # compute reflection vector of R_2
const
v2
:
Vec3
=
Vec3
.
sub
(
Vec3
()
,
t2
,
tan_L_i
)
const
v2
=
Vec3
.
sub
(
mfTmpV7
,
t2
,
tan_L_i
)
const
c2
=
Vec3
.
dot
(
v2
,
v2
)
// compute r_(i+1) = R_2 * r_i^L
const
v2l
=
Vec3
.
scale
(
Vec3
()
,
v1
,
(
2.0
/
c2
)
*
Vec3
.
dot
(
v2
,
ref_L_i
))
const
ref_next
=
Vec3
.
sub
(
Vec3
()
,
ref_L_i
,
v2l
)
// ref_L_i - (2 / c2) * v2.dot(ref_L_i) * v2
const
v2l
=
Vec3
.
scale
(
mfTmpV8
,
v1
,
(
2.0
/
c2
)
*
Vec3
.
dot
(
v2
,
ref_L_i
))
const
ref_next
=
Vec3
.
sub
(
mfTmpV9
,
ref_L_i
,
v2l
)
// ref_L_i - (2 / c2) * v2.dot(ref_L_i) * v2
frames
.
push
(
getFrame
(
ref_next
,
t2
))
// frames.append(Frame(ref_next, tangents[i+1]))
}
return
frames
;
}
const
rpTmpVec1
=
Vec3
()
export
function
getMatFromResamplePoints
(
points
:
NumberArray
)
{
le
t
segmentLength
=
3.4
le
t
new_points
:
Vec3
[]
=
ResampleControlPoints
(
points
,
3.4
)
cons
t
segmentLength
=
3.4
cons
t
new_points
=
ResampleControlPoints
(
points
,
3.4
)
const
npoints
=
new_points
.
length
le
t
new_normal
:
Vec3
[]
=
GetSmoothNormals
(
new_points
)
le
t
frames
:
Frame
[]
=
GetMiniFrame
(
new_points
,
new_normal
)
cons
t
new_normal
=
GetSmoothNormals
(
new_points
)
cons
t
frames
=
GetMiniFrame
(
new_points
,
new_normal
)
const
limit
=
npoints
le
t
transforms
:
Mat4
[]
=
[]
le
t
pti
:
Vec3
=
Vec3
.
copy
(
Vec3
()
,
new_points
[
0
]);
cons
t
transforms
:
Mat4
[]
=
[]
cons
t
pti
=
Vec3
.
copy
(
rpTmpVec1
,
new_points
[
0
]);
// console.log(new_points.length)
// console.log(points.length/3)
// console.log(limit)
...
...
@@ -174,9 +209,9 @@ export function getMatFromResamplePoints(points: NumberArray) {
const
d
=
Vec3
.
distance
(
pti
,
pti1
)
if
(
d
>=
segmentLength
)
{
// use twist or random?
const
quat
:
Quat
=
Quat
.
rotationTo
(
Quat
.
zero
(),
Vec3
.
create
(
0
,
0
,
1
),
frames
[
i
].
t
)
// Quat.rotationTo(Quat.zero(), Vec3.create(0,0,1),new_normal[i]);//Quat.rotationTo(Quat.zero(), Vec3.create(0,0,1),direction);new_normal
const
rq
:
Quat
=
Quat
.
setAxisAngle
(
Quat
.
zero
(),
frames
[
i
].
t
,
Math
.
random
()
*
3.60
)
// Quat.setAxisAngle(Quat.zero(),direction, Math.random()*3.60 );//Quat.identity();//
let
m
:
Mat4
=
Mat4
.
fromQuat
(
Mat4
.
zero
(),
Quat
.
multiply
(
Quat
.
zero
(),
rq
,
quat
))
// Mat4.fromQuat(Mat4.zero(),Quat.multiply(Quat.zero(),quat1,quat2));//Mat4.fromQuat(Mat4.zero(),quat);//Mat4.identity();//Mat4.fromQuat(Mat4.zero(),Quat.multiply(Quat.zero(),rq,quat));
const
quat
=
Quat
.
rotationTo
(
Quat
.
zero
(),
Vec3
.
create
(
0
,
0
,
1
),
frames
[
i
].
t
)
// Quat.rotationTo(Quat.zero(), Vec3.create(0,0,1),new_normal[i]);//Quat.rotationTo(Quat.zero(), Vec3.create(0,0,1),direction);new_normal
const
rq
=
Quat
.
setAxisAngle
(
Quat
.
zero
(),
frames
[
i
].
t
,
Math
.
random
()
*
3.60
)
// Quat.setAxisAngle(Quat.zero(),direction, Math.random()*3.60 );//Quat.identity();//
const
m
=
Mat4
.
fromQuat
(
Mat4
.
zero
(),
Quat
.
multiply
(
Quat
.
zero
(),
rq
,
quat
))
// Mat4.fromQuat(Mat4.zero(),Quat.multiply(Quat.zero(),quat1,quat2));//Mat4.fromQuat(Mat4.zero(),quat);//Mat4.identity();//Mat4.fromQuat(Mat4.zero(),Quat.multiply(Quat.zero(),rq,quat));
// let pos:Vec3 = Vec3.add(Vec3.zero(),pti1,pti)
// pos = Vec3.scale(pos,pos,1.0/2.0);
// Vec3.makeRotation(Mat4.zero(),Vec3.create(0,0,1),frames[i].t);//
...
...
@@ -185,9 +220,9 @@ export function getMatFromResamplePoints(points: NumberArray) {
// let q:Quat = Quat.rotationTo(Quat.zero(), Vec3.create(0,1,0),Vec3.create(0,0,1))
// m2=Mat4.mul(Mat4.identity(),Mat4.fromQuat(Mat4.zero(),q),m2);
transforms
.
push
(
m
)
pti
=
Vec3
.
copy
(
pti
,
pti1
)
Vec3
.
copy
(
pti
,
pti1
)
}
if
(
transforms
.
length
>=
limit
)
break
}
return
transforms
}
}
\ No newline at end of file
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